Published on in Vol 8, No 10 (2020): October

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/19280, first published .
Archetypes of Gamification: Analysis of mHealth Apps

Archetypes of Gamification: Analysis of mHealth Apps

Archetypes of Gamification: Analysis of mHealth Apps

Journals

  1. Gimpel H, Manner-Romberg T, Schmied F, Winkler T. Understanding the evaluation of mHealth app features based on a cross-country Kano analysis. Electronic Markets 2021;31(4):765 View
  2. Whale K, Beasant L, Wright A, Yardley L, Wallace L, Moody L, Joinson C. A Smartphone App for Supporting the Self-management of Daytime Urinary Incontinence in Adolescents: Development and Formative Evaluation Study of URApp. JMIR Pediatrics and Parenting 2021;4(4):e26212 View
  3. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  4. Seixas A, Olaye I, Wall S, Dunn P. Optimizing Healthcare Through Digital Health and Wellness Solutions to Meet the Needs of Patients With Chronic Disease During the COVID-19 Era. Frontiers in Public Health 2021;9 View
  5. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  6. Sunyaev A, Fürstenau D, Davidson E. Call for Papers, Issue 3/2024. Business & Information Systems Engineering 2022;64(4):543 View
  7. Antezana G, Venning A, Smith D, Bidargaddi N. Understanding what we know so far about young people's engagement with wellbeing apps. A scoping review and narrative synthesis. DIGITAL HEALTH 2022;8:205520762211441 View
  8. Naccache B, Mesquida L, Raynaud J, Revet A. Smartphone application for adolescents with anorexia nervosa: an initial acceptability and user experience evaluation. BMC Psychiatry 2021;21(1) View
  9. Gómez-Sánchez L, Gómez-Sánchez M, Lugones-Sánchez C, Rodríguez-Sánchez E, Tamayo-Morales O, Gonzalez-Sánchez S, Magallón-Botaya R, Ramirez-Manent J, Recio-Rodriguez J, Agudo-Conde C, García-Ortiz L, Gómez-Marcos M. Long-Term Effectiveness of a Smartphone App and a Smart Band on Arterial Stiffness and Central Hemodynamic Parameters in a Population with Overweight and Obesity (Evident 3 Study): Randomised Controlled Trial. Nutrients 2022;14(22):4758 View
  10. Menychtas A, Galliakis M, Pardos A, Panagopoulos C, Karpouzis K, Maglogiannis I. Gameful Design of an Application for Patients in Rehabilitation. Frontiers in Computer Science 2022;4 View
  11. Six S, Byrne K, Tibbett T, Pericot-Valverde I. Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis. JMIR Mental Health 2021;8(11):e32199 View
  12. Lugones-Sánchez C, Recio-Rodríguez J, Menéndez-Suárez M, Saz-Lara A, Ramirez-Manent J, Sánchez-Calavera M, Gómez-Sánchez L, Rodríguez-Sánchez E, García-Ortiz L. Effect of a Multicomponent mHealth Intervention on the Composition of Diet in a Population with Overweight and Obesity—Randomized Clinical Trial EVIDENT 3. Nutrients 2022;14(2):270 View
  13. Kim H, O'Sullivan D, Chung S. Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study. JMIR Serious Games 2022;10(4):e38133 View
  14. Wang J, Fang Y, Frank E, Walton M, Burmeister M, Tewari A, Dempsey W, NeCamp T, Sen S, Wu Z. Effectiveness of gamified team competition as mHealth intervention for medical interns: a cluster micro-randomized trial. npj Digital Medicine 2023;6(1) View
  15. Sonney J, Cho E, Zheng Q, Kientz J. Refinement of a Parent–Child Shared Asthma Management Mobile Health App: Human-Centered Design Study. JMIR Pediatrics and Parenting 2022;5(1):e34117 View
  16. Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development. JMIR Serious Games 2023;11:e41638 View
  17. Ader L, Schick A, Löffler M, Löffler A, Beiner E, Eich W, Vock S, Sirazitdinov A, Malone C, Hesser J, Hopp M, Ruckes C, Flor H, Tesarz J, Reininghaus U. Refocusing of Attention on Positive Events Using Monitoring-Based Feedback and Microinterventions for Patients With Chronic Musculoskeletal Pain in the PerPAIN Randomized Controlled Trial: Protocol for a Microrandomized Trial. JMIR Research Protocols 2023;12:e43376 View
  18. Alluhaidan A, Chatterjee S, Drew D, Ractham P, Kaewkitipong L. Empowerment Enabled by Information and Communications Technology and Intention to Sustain a Healthy Behavior: Survey of General Users. JMIR Human Factors 2023;10:e47103 View
  19. Keller V, Ercsey I. Thematic analysis of google play reviews of lifestyle apps. Human Technology 2023;19(1):82 View
  20. Oh H, Pontis S. Understanding individuals with spinal cord injury’s self-care practices: a technology probe study to promote pressure relief adherence. Disability and Rehabilitation: Assistive Technology 2024;19(7):2565 View
  21. Rehman U, Abbasi A, Ting D, Hassan M, Khair N. Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective. IEEE Transactions on Engineering Management 2024;71:3613 View
  22. Cruz-Cobo C, Bernal-Jiménez M, Calle-Pérez G, Gheorghe L, Gutiérrez-Barrios A, Cañadas-Pruaño D, Rodríguez-Martín A, Tur J, Vázquez-García R, Santi-Cano M. Impact of mHealth application on adherence to cardiac rehabilitation guidelines after a coronary event: Randomised controlled clinical trial protocol. DIGITAL HEALTH 2024;10 View
  23. Berger M, Jung C. Gamification preferences in nutrition apps: Toward healthier diets and food choices. DIGITAL HEALTH 2024;10 View
  24. Sestino A, D'Angelo A. Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking. Technological Forecasting and Social Change 2024;205:123526 View
  25. Auza-Santiváñez J, Carías Díaz J, Vedia Cruz O, Robles-Nina S, Sánchez Escalante C, Apaza Huanca B. Gamification in personal health management: a focus on mobile apps. Gamification and Augmented Reality 2024;2:31 View
  26. Niduthavolu S, Airani R. Impact of values on the continual intention of mobile health apps: a text mining perspective. Global Knowledge, Memory and Communication 2024 View
  27. Jahanshad N, Lenzini P, Bijsterbosch J. Current best practices and future opportunities for reproducible findings using large-scale neuroimaging in psychiatry. Neuropsychopharmacology 2024;50(1):37 View
  28. Manzano-Felipe M, Cruz-Cobo C, Bernal-Jiménez M, Santi-Cano M. Effectiveness of a nurse-led mHealth approach in preventing obesity in adolescents: an intervention study. Journal of Research in Nursing 2024;29(4-5):348 View
  29. Freyer O, Wrona K, de Snoeck Q, Hofmann M, Melvin T, Stratton-Powell A, Wicks P, Parks A, Gilbert S. The regulatory status of health apps that employ gamification. Scientific Reports 2024;14(1) View
  30. Heumann M, Kraschewski T, Werth O, Breitner M. Reassessing taxonomy-based data clustering: Unveiling insights and guidelines for application. Decision Support Systems 2024;187:114344 View

Books/Policy Documents

  1. Van Stee S. The International Encyclopedia of Health Communication. View
  2. Lampert C, Tolks D. Gesundheitskompetenz. View
  3. Schmidt R, Schiering I. Privacy and Identity Management. Between Data Protection and Security. View
  4. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View
  5. Lampert C, Tolks D. Gesundheitskompetenz. View
  6. Gilbert S. Digital Respiratory Healthcare. View